Author
Topic: Final Fantasy XII: The Zodiac Age (Read 8058 times)

I'll try to post information I find about the game until it's released.

Release date: July 11

New features:

- Job system from the IZJS version of the game. Each character can pick two jobs as opposed to a single job in IZJS. Once you pick a job for a character, you won't be able to change it anymore. The vanilla license board isn't included in the game.- Option to choose between the original and the remastered soundtrack. They made it ambiguous whether or not the original soundtrack will be a paid DLC.- Option to choose between the English and the Japanese voices.- Uncompressed voices and BGM.- Eight new music tracks will be added.- A 100 floor Trial Mode. You load a save file from the main game and use the characters and items from that save file. You can save every 10 floors. You cannot choose a different save or replenish your items during the trial mode, so make sure you are prepared because the last 10 floors are very difficult.- Gambits will be different for every job now. No word on the ability to buy all of them at the start of the game like in IZJS.- Improved graphics. Most notable difference will be Vaan's abs. Everything will be rendered in HD and there are some lighting improvements.- No more spell queues - YAY!- Ability to speed up the game (x2 and x4 speed).- Shorter loading times between zones.- Option to invert both camera axes (I don't think I need this after FFXII made me use double inverted axes in every other game lol)

Jobs:

ArcherBlack MageBushi (Samurai in the fan translation of IZJS)Foebreaker (Breaker in the fan translation of IZJS)KnightMachinistMonkRed Battlemage (Red Mage in the fan translation of IZJS)Shikari (Hunter in the fan translation of IZJS)Time Battlemage (Time Mage in the fan translation of IZJS)UhlanWhite Mage

Translation differences

It seems some items have gone name changes. If the gambits shown in the PAX demo are anything to go buy, these are some of them:

The most noteworthy difference is the treasure system. The treasure positions have been changes. You no longer need to pass through two others zones to reset the treasure chests. Simply exiting and re-entering will be enough. The normal-rare item split is 95/5 instead of 90/10.

Most important combat difference is the removal of damage caps. Another notable difference is related to Quickenings. Mist Charges are no longer bound to MP. MP growth has been adjusted accordingly.

« Last Edit: April 18, 2017, 02:28:00 PM by Chaos »

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"Most people think time is like a river that flows swift and sure in one direction, but I have seen the face of time, and I can tell you - they are wrong." ~ Prince of Persia

I'm really excited for this, I always wanted to play IZJS but could never find a way to obtain it and modify my console correctly. It's going to be so much fun finally having the opportunity to play with the job system.

I haven't given it much thought since I don't have a PS4 (still hoping for a Steam release). I am not sure if I will try to optimize my setup or just pick all 12 jobs and assign them to characters based on my views of their personality.

I've given my own setup quite a bit of thought, including espers and even end-game outfits for each character. I've decided to have one main party, and one side party that I'll use occasionally but is mainly just there in case my main team gets taken down. Teams, jobs and espers are as follows:

From those base stats, it's fairly easy to get each character up to 99 of the stat they'll be using for attacking. For Basch (who'll use the masamune I which uses both magick and strength in its damage formula), I have him with an outfit that gets up to 99 strength and 98 magick. I could switch Zeromus from Ashe to him for an extra magic lore (actually 2) but then she'd lose the HP, and I'm not sure if the marginal difference is worth it.

Anyway, for those who haven't given the classes much thought, I hope the above helps somewhat - if anyone has any comments or suggestions, let me know.

I'll look into switching them, though I have Vaan hitting 99 strength for damage purposes, and he has one more speed than Penelo (allowing him to deal more damage with Orochi N, albeit only just). Penelo also provides decent white magic for my sub-party as she has access to curaja, which neither Balthier or Fran will. Her curaja will be used with 99 magic in the end-game, so will provide great healing for the sub-party.